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Category:Dungeons

From Community Wiki | Soulbound: Online

A dungeon is a place of combat where the player can use weapons and abilities to defeat enemies. Most dungeons are entered through the DungeonFinder at a chosen difficulty tier, and the tiers run through five named rungs from Stable up to Abyssal (see Difficulty tiers below). Each tier increases the difficulty at which enemies spawn in, including their speed, the total amount that has to be defeated before the stage ends, and the types of enemies that appear. During the stages of the fight, Yoku crystals will appear when enemies are defeated. These will increase the player’s relic level and allow the player to enhance either passive relics or relics that relate to the abilities selected upon entering the dungeon. Upgrading abilities will give the player more options of relics, which can increase damage or decrease the cooldowns for abilities. Certain passives work better with the abilities the player chooses, so choosing carefully is important.

Once the dungeon is completed, the chest at the end can be claimed for free. (Chests previously cost Yoku energy per tier — a mechanic that has been removed from the game.)

Note: None of the dungeons will penalise for dying early. The bag and gear loss is a feature that was previously implemented, but has since been disabled.

Difficulty tiers

Beacon dungeons appear once per tier, so a region's ladder is a set of separate entries rather than one dungeon with a difficulty setting. The five named rungs map onto the tier numbers T1 to T6, which still appear in some of the labels and descriptions. Easiest first:

  • Stable (T1): the entry rung, and the least dangerous version of a beacon.
  • Fractured (T2–T3): deeper into the storm, with more aggressive enemies. Eastern Reach carries this rung twice, labelled "(T2)" and "(T3)".
  • Collapsing (T4): the middle-upper rung. The Lunar Plateau version is described in game as "T4 difficulty".
  • Shattered (T5): second from the top, described at the Lunar Plateau as "T5 difficulty".
  • Abyssal (T6): the hardest rung, described at the Lunar Plateau as "T6 difficulty". It is also the tier the endgame raids use.

Not every region carries every rung: Eastern Reach has all five, Everdune and Farpoint start at Fractured, and the Lunar Plateau starts at Collapsing.

Four other labels sit outside the ladder. Normal is used by the Farpoint entry beacon, by the smaller Spectra Lair fight and by one of the two tutorial entries; Tutorial by the other tutorial entry; Unstable by both Arcadia fights; and Raid by Abyssal Raid.

The older three-tier scheme

Earlier versions of the game used three numbered tiers, and much of this wiki still describes dungeons that way:

  • Tier 1 – Easy
  • Tier 2 – Hard
  • Tier 3 – Extreme

That numbering has been replaced in the dungeon list by the named rungs above, though parts of it are still visible: the two Eastern Reach Fractured runs are labelled "(T2)" and "(T3)", and the Lunar Plateau descriptions still read "T4", "T5" and "T6". Stable is the old Tier 1, Fractured covers the old Tier 2 and Tier 3, and Collapsing, Shattered and Abyssal sit above what the old scheme called Extreme. Region pages such as Eastern Reach, Everdune and Farpoint still list their drops and enemies against the old Tier 1 to Tier 3 labels, so treat those tables as the older scheme until they are rechecked.

Unlocking dungeons

Dungeons unlock in two ways: story quests open each area's first dungeons, and clearing a beacon rung for the first time unlocks the next rung up.

  • Story quests open each area's first dungeons. Completing Thirsty Work opens Virelda Arena, The Blockade opens Train Defence, A Beacon Reborn reactivates the Eastern Reach beacon, and so on; the table below gives the requirement for each dungeon.
  • Beacon progression: your first successful run of a beacon rung (extracting at the end) unlocks the next rung in that region. The first rung matters most of all: your first successful Eastern Reach - Stable run unlocks the Fractured rung in Eastern Reach, Everdune and Farpoint, plus Everdune Arena and Operational Continuity.
  • The hardest content – the Shattered and Abyssal rungs and the raids – also requires the quest Onward and Upward, which begins after Diplomatic Relations.

List of dungeons

Thirty-one dungeon entries are available in game at the time of writing. Twenty-five of them can be selected in the DungeonFinder; the rest are entered another way or are not currently listed, and are shown in the second table. Together they fill thirty rows, because the tutorial dungeon is listed twice under one name and shares a row. The rows are grouped by beacon region and then by type, and each table can be re-sorted on any column. "Party size" is the largest group the game will admit into the fight; individual encounters can add requirements of their own on top of that, and the Spectra Lair raid in particular is documented as a team-only fight where every player needs a key.

In the DungeonFinder

Dungeon Group Type Tier Party size How to unlock In-game description
Eastern Reach - Stable Eastern Reach beacon Trial Stable Up to 30 Unlocked during the Virelda story: the quest A Beacon Reborn (after City of Light and Shadow) reactivates the beacon. A presumed infinite desert surrounding Arcadia, full of robots and strange creatures. Staying near the edge of the city is not too dangerous.
Eastern Reach - Fractured (T3) Eastern Reach beacon Trial Fractured Up to 3 Complete Eastern Reach - Stable once. Venturing deeper into the desert, the sandstorm rages harsher and the enemies more aggressive. Only a fool would go unprepared or alone.
Eastern Reach - Collapsing Eastern Reach beacon Trial Collapsing Up to 3 Complete Eastern Reach - Fractured once. Chances of returning unharmed are slim. Is this why people believe the desert goes on forever? Rumours have it one of the Anima is out there...
Eastern Reach - Shattered Eastern Reach beacon Trial Shattered Up to 3 Complete the quests Tremors (after What the Cultists Were Erasing) and Onward and Upward. Chances of returning unharmed are slim. Is this why people believe the plateau is endless? Rumours have it one of the Anima is out there...
Eastern Reach - Abyssal Eastern Reach beacon Trial Abyssal Up to 3 Complete Eastern Reach - Shattered once and the quest Onward and Upward. Chances of returning unharmed are slim. Is this why people believe the plateau is endless? Rumours have it one of the Anima is out there...
Everdune - Fractured Everdune beacon Trial Fractured Up to 3 Complete Eastern Reach - Stable once. A lush and lively part of the desert, filled with strange creatures and vibrant flora.
Everdune - Collapsing Everdune beacon Trial Collapsing Up to 3 Complete Everdune - Fractured once. This far into the Everdune, the sands do their best to sap your energy as fertilizer.
Everdune - Shattered Everdune beacon Trial Shattered Up to 3 Complete the quests Tremors and Onward and Upward. This far into the Everdune, the sands do their best to sap your energy as fertilizer.
Everdune - Abyssal Everdune beacon Trial Abyssal Up to 3 Complete Everdune - Shattered once and the quest Onward and Upward. This far into the Everdune, the sands do their best to sap your energy as fertilizer.
Farpoint - Fractured Farpoint beacon Trial Fractured Up to 3 Complete Eastern Reach - Stable once. The heat only increases the further you venture. Only the strongest can survive long enough to claim the rewards that lie within.
Farpoint - Collapsing Farpoint beacon Trial Collapsing Up to 30 Complete Farpoint - Fractured once. You're gonna get burnt to a crisp. Your gear will melt off your body. The smeltering heat will consume you.
Farpoint - Shattered Farpoint beacon Trial Shattered Up to 30 Complete the quests Tremors and Onward and Upward. You're gonna get burnt to a crisp. Your gear will melt off your body. The smeltering heat will consume you.
Farpoint - Abyssal Farpoint beacon Trial Abyssal Up to 30 Complete Farpoint - Shattered once and the quest Onward and Upward. You're gonna get burnt to a crisp. Your gear will melt off your body. The smeltering heat will consume you.
Lunar Plateau - Collapsing Lunar Plateau beacon Trial Collapsing Up to 3 Complete the quest Curiosity Killed Them (Lunar story, opened during Diplomatic Relations after the council vote). The lunar storms intensify. T4 difficulty.
Lunar Plataeu - Shattered Lunar Plateau beacon Trial Shattered Up to 3 Complete the quest Tremors. The lunar storms intensify. T5 difficulty.
Lunar Plateau - Abyssal Lunar Plateau beacon Trial Abyssal Up to 3 None currently listed (likely an oversight; the other Abyssal rungs unlock by completing the previous rung once). The lunar storms reach their peak. T6 difficulty.
Virelda Arena Arena Arena Stable Up to 3 Complete the quest Thirsty Work (Virelda story, after Welcome to Virelda). A barren plain inhabited by dangerous desert creatures, only the bravest of pioneers dare to enter.
Everdune Arena Arena Arena Fractured Up to 3 Complete Eastern Reach - Stable once. A storm-swept Everdune arena where desert creatures swarm challengers before the Cactosaur arrives.
Arcadia Arena Arena Arena Unstable Up to 3 Complete the quest Scratching the Glitch or The Scroll of Life; also unlocks after your first successful Eastern Reach - Stable run. A storm-bound arena in Arcadia where hostile robots gather before Scrapclaw enters the fight.
Arcadia Defence Arena Arena Unstable 1–3 Complete the quest Scratching the Glitch (Arcadia story). A siegefront beyond Arcadia’s walls, swarming with hostile mobs and calling on fearless defenders to repel the assault.
Mecha Titan Raid Raid Raid Abyssal 1–3 Complete the quest Onward and Upward. Go up against the Mecha Titan boss
Spectra Lair Raid Raid Abyssal Up to 6 Complete the quest Onward and Upward. Enter Spectras lair. Extremely dangerous, bring allies if you want to stand a chance.
Train Defence Defence Defence Stable Up to 4 Complete the quest The Blockade. Defend the train route against waves of enemies.
Virelda Outskirts Defence Outpost Defense Stable Up to 6 Complete the quest Outskirt Outlaw (after Training Wheels) or Vesper's Challenge. Defend Virelda from incoming enemy forces
Operational Continuity Defence Clear the Route Fractured Up to 6 Complete Eastern Reach - Stable once. Clear hostile interference along an active supply line.

Other dungeons

These entries exist in game but are not selectable in the DungeonFinder.

Dungeon Type Tier Party size How to enter In-game description
Eastern Reach - Fractured (T2) Trial Fractured Up to 3 Not currently listed in the DungeonFinder. Venturing deeper into the desert, the sandstorm rages harsher and the enemies more aggressive. Only a fool would go unprepared or alone.
Farpoint Beacon Trial Normal Up to 3 Farpoint's entry rung; not currently listed in the DungeonFinder. A scorched and infinite zone in the Horizon, overrun with wild animals. The heat is almost unbearable.
Abyssal Raid Abyssal Raid Up to 5 The weekly raid; entered from its own entrance rather than the DungeonFinder. Take on the biggest robots around.
Spectra Lair Boss Normal Up to 3 A separate story version fought during the final quest; not selectable in the DungeonFinder. Enter Spectra Lair for the final fight
The Deep - Tutorial Dungeon Tutorial / Normal Up to 6 Played during the tutorial; not selectable in the DungeonFinder. Intro Tutorial Dungeon

Notes on the list

  • Two dungeons are called Spectra Lair. One is the Abyssal raid for up to six players, in the DungeonFinder table, described as "Enter Spectras lair. Extremely dangerous, bring allies if you want to stand a chance." The other is a smaller boss fight for up to three players, described as "Enter Spectra Lair for the final fight", fought during the final quest and listed under Other dungeons. This wiki covers the smaller fight at Spectra, its location at Hall of Death, and the raid version at Spectra Raid.
  • The Deep - Tutorial is listed twice, as two versions of the tutorial dungeon under the same name, one tagged Tutorial and one tagged Normal. They share a single row above. The Deep and Tutorial Dungeon document it.
  • Arcadia Defence is tagged as an arena rather than a defence dungeon, although its description is a siege.
  • Abyssal Raid has its type and tier the other way round from every other entry: its type reads "Abyssal" and its tier reads "Raid".
  • Several of the higher beacon rungs are labelled "Trail" in game rather than "Trial". They are all listed as Trial above.
  • Names and descriptions are reproduced exactly as they appear in game, including the misspelt "Lunar Plataeu - Shattered" and the American spelling of "Outpost Defense".
  • Party size is capped at 30 for Eastern Reach - Stable and for the three highest Farpoint rungs, while every other beacon rung caps at three. The 30-player caps have not been confirmed in play.

Beacons

Beacons are in four locations: Eastern Reach in Virelda, Everdune (past Neo-Tilus), Farpoint Rift in Farpoint (past Clifftop Pass, past Hollow Rock and Minamoto), and the Lunar Plateau west of Arcadia. These areas challenge the player with different survival methods. Virelda and Farpoint test the player’s abilities and skills, while Everdune is about how many enemies you can tank.

A Healing Oasis after the fourth stage of a beacon dungeon

The four ladders are not all complete. The Lunar Plateau is the newest of them and currently starts at Collapsing, with no Stable or Fractured rung. Everdune has no Stable rung either, and the Farpoint entry rung is named simply "Farpoint Beacon" and tagged Normal instead of Stable. Each beacon's rungs and unlocks are detailed on its own page: Eastern Reach Beacon, Everdune Beacon, Farpoint Beacon and Lunar Plateau Beacon.

Mechanics

Each dungeon is separated into stages. Some stages will spawn certain enemies or bosses. Most beacon dungeon space is limited by a Sandstorm and constantly-spawning mobs. As time progresses, the Sandstorm will slightly decrease the available space to fight in. The player must defeat all available enemies and use portals to climb through multiple stages to advance through the dungeon.

Stages

  • Stage 1-3: Normal Enemies
  • Stage 4: Demi-Boss
  • A Healing Oasis Portal will appear in every tier after the fourth stage of the fight, marked in red with a heart. After entering, left-click the pond to heal to full health, and exit to continue onto the next stages. If the player does not need to heal, the second portal in yellow with a chest allows the player to claim extra rewards. These are the same rewards as the final chest (only pertains to Tier 1 and Tier 2 dungeons).
  • Stage 5-7: Normal Enemies
  • Stage 8: Final Boss

After the final boss has been defeated, another portal will spawn, sending the player to a treasure chest. To leave this room, click the green home portal.

Arenas

Virelda Arena

Entrance to Virelda Arena

Aside from the beacons, there is an arena, Virelda Arena, located north of Virelda, where players can fight a boss immediately and claim rewards from the chest. This is a great place to start farming early game materials and weapon/ability power cores. The fight lasts less than 30 seconds if the player is strong, but the fight is relatively easy.

Other arenas

Everdune and Arcadia each have an arena of their own. Everdune Arena is a Fractured-tier fight in which desert creatures swarm the party before the Cactosaur arrives. Arcadia Arena is an Unstable-tier fight in which hostile robots gather before Scrapclaw enters. Arcadia Defence is also listed as an arena, and is fought on a siegefront beyond Arcadia's walls against hostile mobs.

Raids

Three raids sit at the top of the list, and all are group content. Spectra Lair is the Abyssal raid against Spectra the Necromancer for up to six players. Mecha Titan Raid sets up to three players against the Mecha Titan. Abyssal Raid takes up to five players against, in its own words, "the biggest robots around". A smaller three-player Spectra Lair fight is listed separately as a boss fight rather than a raid.

Defence and objective dungeons

Some dungeons replace the climb through stages with an objective to hold or complete. Train Defence holds a train route against waves of enemies for up to four players. Virelda Outskirts is an outpost defence for up to six players, defending Virelda from incoming enemy forces. Operational Continuity sends up to six players to clear hostile interference along an active supply line.

The Deep

The Deep is the beginner dungeon immediately accessible from Tutorial Island. It has a different format from the Beacons and is instead divided into 50 consecutive rooms with bosses every 10 levels. Completion of The Deep is necessary to leave Tutorial Island through the truck.

In the dungeon list it appears as "The Deep - Tutorial". Tutorial Dungeon covers the same dungeon in more detail, but describes a shorter five-room layout; the two accounts have not been reconciled.

Party

If a player wants to team up with others, they should form a party.

  • Right-click on the player and select "Invite" from the drop-down menu.
  • If the player is a friend, open the social menu (pressing "O"), right-click on their name, and select "Invite".

When in a group, the number of enemies a team has to defeat will increase. If a player dies and their teammates are still alive, they will be revived with 10%-20% health once their teammates successfully complete the stage.

Special dungeons

See also

Subcategories

This category has only the following subcategory.

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